Waxy Bobs mad wanderings,
Waxy Bobs head injuries which he sustained in the crash took most of his conscious memory away and left him with extreme confusion and moments of hallucination. The recent high stress hostage situations he has been at the mercy of have not helped...
At these points his now malfunctioning cogitator chips take over and start drawing maps on the nearest available walls. These will be high quality and gangs that find them can make use of the information.
The air guild implants have made Bob into an escape artist and help divert possible attacks, not that anyone will want to hurt him with all the money that can be made from his maps when he is captured and used to draw maps for the gangs...
The Guild believes he also holds very important information from his last mission which gangs can try to find out from him themselves, they may be able to get the prize first.
Rules; Bob must always be included in a gang and does not count towards scenario maximums.
Waxy Bob must pass a ( int/Wil) test or he will roll a d6 if unengaged
1-3 lose contact with reality and revert to drawing maps on the nearest available wall section.
4-6 wander off, move Bob 2d6" in a random direction.
If Bob is engaged he will act as normal as self preservation kicks in, but will try to go back to his scribbling as soon as he can so Wil not coup de grace, instead he will move 4" to the nearest wall.
Bob can avoid these effects by staying within 2" of his gang leader.
Bob must be take alive! No ranged attacks may be made against Bob that can cause a lasting injuries table roll, in melee only attacks that do not have an Ap may be used against Bob and instead of rolling for injury he is automatically treated as out cold.
DO NOT REMOVE BOB FROM PLAY.
Bob is now treated like an ammo crate (does not affect ammo rolls) and may be dragged back to the gang hideout if;
The gang wins the battle and has a fighter closest to Bob at the end of the game.
Or
Bob is dragged off the board by the captor or within 3" of the capturing gangs deployment battlefield edge.
If a gang manages to capture Bob after the game they receive an extra d6x10 creds from the maps he produces.
The gang leader or champs may try to question him, if they can pass an intelligence check they receive a piece of info regarding Nostromo.
This will take up that fighters after game actions and can only be attempted once per battle.
Once a gang has captured Bob any gang may attempt to rescue him, if so they are then allowed to question Bob. Gangs need to be successful three times to get all the info out of Bob needed to find out what and where the Nostromo is.
Bob is an amazing escape artist, his implants have the ability to unlock all doors without need to take an action when Bob wanders and he gets to roll an extra dice for any escape rolls in addition to having the escape artist skill. On scenarios where Bob moves randomly to escape he can always make his full double move instead.
If Bob is held by a gang that can't attend a session he automatically escapes and returns to the Rodents.
During any games the capturing gang play where they hold Bob hostage, he must be represented in game and have a jailor stay within 1" of him at all times to make sure he doesn't wander off. If for any reason in the end phase there are no fighters in 1" Bob wanders 2d6" in a random direction. If he wanders off the Board he returns to the Rodents.
Bob is not included in the starting line up for Juggerbowl.
During the blood bowl matches from the Rodents Third game onwards or after they leave the tournament, on a 6+ during the Rodents end phase Bob will randomly wander 2d6 from the deployment zone.
Add 1 to the roll for each additional turn after the first. This can be in any game after the Rodents have lost a match too, until they do it is only in their games this roll is made.
During these he will wander from a random side at the central line and act as above without the need for a test as it counts as automatically failed.
In matches after this point he may turn up randomly as well at a point 2d6" from the central point in a random direction, not within 3" of another fighter, on a 2d6 + turn roll of 13 or more if he is not already in another gangs custody or in play on another board, please let the Arbitrator know once Bob is captured so the info can be shared to all players.